DRG until they output AT LEAST equal or more DPS than Monk.
While DRG have much less utility, they should have the most DPS.
DRG until they output AT LEAST equal or more DPS than Monk.
While DRG have much less utility, they should have the most DPS.
Manaward takes a second before it actually kicks in and blocks the damage, plus the time to finish your cast and use the ability. You have to have it up before you get targeted, or else you're going to get hit.
More than half a SMN's casts are instant, unless you are using Scathe like a mofo, you won't have the same mobility as a BLM.
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Against dummies, or in actual fights? With 47 different oGCD attacks, DRG can put out some nice burst damage. DRG also has a short recast stun and a long range stun that is great on the few big things that aren't immune to stun.
The DRG is pretty much behind in every single find when it comes to equally skilled people. A perfect example of this is one of my group members who was a DRG and a very skilled one at that. Basically, after going Ninja (week two of patch) he was doing around 30 more DPS than he was doing on his Dragoon (which he played since the game released). Same goes with MNK. MNK absolutely dominates in most fights. I don't understand how people can't agree that Dragoon needs to be buffed. It has less utility than MNK and Ninja and does less DPS. Seriously
Last edited by ViviAnimus; 12-01-2014 at 10:57 PM.
And how exactly would surecast enable me to continue DPS while moving? Mitigating movement doesn't mean we have the same movement ability as them, and ignoring mechanics with Manaward/wall isn't really plausible in final coil. SMNs out deal us when it comes to DPSing while moving, even though it isn't resource effective.
I was talking more in general then focusing on Final Coil, since I have yet to set foot in it...
the basic idea is that BLMs has a lot of useful spell that helps him preventing spell interruption, and manages cast while moving(or not having to move at all).
yes, Surecast is not a counter movement spell.
yet it is still situationally helpful ( I always use it at Xande before he makes everyone floating on air). BLM's problems are not only movements, but also spell interruption..
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And they are getting a buff, my response was to "DRG until they output AT LEAST equal or more DPS than Monk."The DRG is pretty much behind in every single find when it comes to equally skilled people. A perfect example of this is one of my group members who was a DRG and a very skilled one at that. Basically, after going Ninja (week two of patch) he was doing around 30 more DPS than he was doing on his Dragoon (which he played since the game released). Same goes with MNK. MNK absolutely dominates in most fights. I don't understand how people can't agree that Dragoon needs to be buffed. It has less utility than MNK and Ninja and does less DPS. Seriously
Nailed it, and anyone who tries to argue burst damage is invalid, what am i bursting down a lvl 50 mob in the open world? No, I raid coils and the fights are over 10 minutes long, all that matters is sustained overall dps, utility, and survivability which the Dragoon comes in last in each category.The DRG is pretty much behind in every single find when it comes to equally skilled people. A perfect example of this is one of my group members who was a DRG and a very skilled one at that. Basically, after going Ninja (week two of patch) he was doing around 30 more DPS than he was doing on his Dragoon (which he played since the game released). Same goes with MNK. MNK absolutely dominates in most fights. I don't understand how people can't agree that Dragoon needs to be buffed. It has less utility than MNK and Ninja and does less DPS. Seriously
All this bad main stream thinking that Summoners have superior mobility...
Let's line up the summoner spells:
Bio - Instant
Bio II - channeled
Miasma - channeled
Miasma II - instant, short ranged
Shadow flare - channeled
Ruin - channeled
Ruin II - instant, 59% higher MP cost
What would give summoners "superior mobility" would supposedly be the instant spells. There are only three spells that are instant: Bio, Miasma II and Ruin II. Bio is a DoT, which shouldn't be spammed at all and should not be clipped prematurely. Miasma II has to be in melee range. Most of the time walking for Miasma II is already lost walking back to your original position. Add in the fact it's actually less potent than Ruin (II) and should not be used unless in tandem with Contagion.
Which leaves only Ruin II that's reliable to use for "mobility".
This "mobility" is windowed, however. A summoner has to reapply DoTs frequently: Bio II every 30s, Miasma every 24s and Shadow Flare every 30s. The timing of application and re-application aren't static: You don't cast Bio II -> miasma -> Bio in this order every set interval in the fight. This makes the window for mobility - Window when summoners have no need to channel their DoTs - very irregular.
Movement forces the summoner two things:
Post-pone their DoT application: Which is a DPS loss
Cast Ruin II more frequently: Which will cause MP issues. A case that's more obvious in FCOB.
The exact same movement restrictions black mage have also applies to summoner. Except that Summoners don't have Aetherial Manipulation to cross great distances within one GCD window.
Dragoon - Add raid utility
Summoner - Address MP and stacked Spell Speed issues
Ninja - Rework Mudras to allow weaving, let Goad target self
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